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2025 Balance Committee Discussion Thread Options
DarkDracul
Posted: Saturday, September 13, 2025 8:52:55 AM
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Joined: 4/18/2008
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Location: Kokomo
Welcome to the official discussion thread for the 2025 Balance Committee!

This is the place to bring up ideas, concerns, and suggestions regarding competitive Star Wars Miniatures.

Have an idea to fix a problem?

Want to explain why something isn’t actually an issue?

Think a certain mechanic, squad, or interaction deserves a closer look?

Post your thoughts here. All discussion in this thread will be reviewed thoroughly by the Balance Committee before any official changes are made.

Let’s keep things constructive, clear, and on-topic so this thread can be a valuable resource for the committee and the community alike. BlooMilk
DarthMaim
Posted: Saturday, September 13, 2025 5:12:33 PM
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"Tulak Hord: Lord of Hate".

Add 10 pts, and remove "Darth".
DarthMaim
Posted: Saturday, September 13, 2025 5:32:12 PM
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My proposal ( discussion purposes, of course ) would be to remove "Independent Outfit" on both "The Mandolorian" and "Montross". These 2 Mandolorian powerhouses become super bad ass being able to be commanded by the main man himself, "Talon Karrde:Information Broker". Removing "Independent Outfit", I feel moves the focus of "Talon squads", back to the original designer intent of, "Fringe characters only", to get his bonuses, not a "loop hole", to allow these "crazy good already " Mandos, access to them.
Lightsaber
Posted: Saturday, September 13, 2025 5:33:12 PM
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Joined: 6/8/2023
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Remove 'e'
gandalfthegreatestwizard
Posted: Saturday, September 13, 2025 6:38:18 PM
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Joined: 4/30/2017
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Location: Lower Hutt, New Zealand
DarkDracul wrote:
I think San Hill’s second CE really needs to be looked at. Right now, he’s able to move any character 12 squares while ignoring attacks of opportunity. That feels overly strong, in my opinion.

The main issue is that it isn’t just little support pieces he’s tossing around. He can also move a Large base character with Flight, like Durge on Speeder, which is pretty ridiculous.

I suggest limiting it to Medium base characters only and removing the ignores AoOs portion.
Grievous has Wall Climber, so keeping this CE toned down still fits within the design intent.

San Hill isn't meant to be tossing little support pieces around. The whole point of him was to help the Separatists catch up because they sucked after the activation limit, act control nerf and other changes were introduced. They never got a Nexus to start in the middle or Battle Ready or anything like that. Cad Bane BH helps make a strong shooter squad with Charging Fire, but their melee guys really needed something. Even Durge wasn't really being played for a while before San Hill.

The design intent included being able to move Durge on Speeder. I think it should still apply to him and Maul on Swoop Bike- the Separatists should not get smacked down again the instant they have a competitive chance. The "ignoring attacks of opportunity" part doesn't matter as much, but removing that mainly hurts some of the weaker options anyway (e.g. Dooku, other versions of Grievous, Quinlan Vos etc).

I think give it another season as is and then you'll be able to see if it's warping the meta. San didn't win GenCon and then didn't show up at all for VassalCon. (The fact that Distraction turns off Presumed Dead for Grievous is a fairly glaring weakness.)
thereisnotry
Posted: Sunday, September 14, 2025 4:50:08 PM
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Yes, I think Gandalf is right ^

I took a MAJOR risk in playing San in the GenCon championship, precisely because ABM/Disruptive/Distraction completely counter San's CE (no movement, AND no Presumed Dead for Grievous). That weakness alone is enough to keep San at tier 1.5. I wasn't going to play San/Maul/GG/Durge at GenCon but then decided to play it anyway, simply because I enjoyed the squad so much. I figured that I probably wouldn't win it all, but that I'd have fun seeing how far I could push the squad.
thereisnotry
Posted: Sunday, September 14, 2025 5:00:58 PM
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Options that I've pondered, for balancing Tulak:


--Remove Darth. This is probably the easiest fix and should probably be included in most situations.

--Change his SSM (basically create a new ability) so that it only works on the first time each turn that he's hit by an attack. So it's essentially a free LS Defense, and after that he'll take damage normally, so he'll need to teleport away if he wants to prevent big pain.

--Only allow him to give Distraction to a lower-Costed ally, rather than any ally. He's the master, and the other guy is the apprentice.

--I really like Randy's suggestion for a change to Identical Forces, that you can only benefit from the switch-positions part of the ability once per round. This will go a long way toward keeping the movement shenanigans in check. As someone who's played the Tulak-Agent combo at least as much as anyone else, I can affirm that being able to hide the Agent after hitting for 100dmg, which was after being moved into position for the shot in the first place...that's nasty. I think this is probably a good change to make anyway, regardless of whether or not Tulak is involved.

--We COULD increase his Cost, but I think there are other alternatives (perhaps some I've listed here) that might be better.


I'm curious what others think.
urbanjedi
Posted: Sunday, September 14, 2025 5:15:13 PM
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Increase cost of Dark Force Nexus.

It has been in MORE squads and done better than even the mighty tulok.

Triumvirate, Plageus/Cognus, All the Tulok squads at gencon (many different variations), Shawn's old Ominin squad, basically every sith squad since it came out.

I think it needs a bit of a cost increase (mayb 6-9 pts) to put it more in the played most of the time instead of every single sith squad. This would basically force squads to cut an act or two which could make a big difference in balancing it with the rest of the field.
thereisnotry
Posted: Sunday, September 14, 2025 6:43:54 PM
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100% agree, Jason.
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